/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1995 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@pacinfo.com)				   *
*	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
*	    Brian Moore (rom@rom.efn.org)				   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

/*************************************************************************** 
*       ROT 1.4 is copyright 1996-1997 by Russ Walsh                       * 
*       By using this code, you have agreed to follow the terms of the     * 
*       ROT license, in the file doc/rot.license                           * 
***************************************************************************/
/*
 * Copyright (C) 2007-2011 See the AUTHORS.BlinkenMUD file for details
 * By using this code, you have agreed to follow the terms of the   
 * ROT license, in the file doc/rot.license        
*/


#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "magic.h"

/* command procedures needed */
DECLARE_DO_FUN (do_yell);
DECLARE_DO_FUN (do_open);
DECLARE_DO_FUN (do_close);
DECLARE_DO_FUN (do_say);
DECLARE_DO_FUN (do_backstab);
DECLARE_DO_FUN (do_flee);
DECLARE_DO_FUN (do_murder);


/*
 * The following special functions are available for mobiles.
 */
DECLARE_SPEC_FUN (spec_boaz);
DECLARE_SPEC_FUN (spec_breath_any);
DECLARE_SPEC_FUN (spec_breath_acid);
DECLARE_SPEC_FUN (spec_breath_fire);
DECLARE_SPEC_FUN (spec_breath_frost);
DECLARE_SPEC_FUN (spec_breath_gas);
DECLARE_SPEC_FUN (spec_breath_lightning);
DECLARE_SPEC_FUN (spec_cast_adept);
DECLARE_SPEC_FUN (spec_cast_cleric);
DECLARE_SPEC_FUN (spec_cast_judge);
DECLARE_SPEC_FUN (spec_cast_mage);
DECLARE_SPEC_FUN (spec_cast_undead);
DECLARE_SPEC_FUN (spec_executioner);
DECLARE_SPEC_FUN (spec_fido);
DECLARE_SPEC_FUN (spec_guard);
DECLARE_SPEC_FUN (spec_janitor);
DECLARE_SPEC_FUN (spec_mayor);
DECLARE_SPEC_FUN (spec_poison);
DECLARE_SPEC_FUN (spec_thief);
DECLARE_SPEC_FUN (spec_nasty);
DECLARE_SPEC_FUN (spec_troll_member);
DECLARE_SPEC_FUN (spec_ogre_member);
DECLARE_SPEC_FUN (spec_patrolman);
DECLARE_SPEC_FUN (spec_dog_pee);
DECLARE_SPEC_FUN (spec_cast_clan_adept);
DECLARE_SPEC_FUN (spec_questmaster);
/* the function table */
const struct spec_type spec_table[] = {
  {"spec_boaz", spec_boaz},
  {"spec_breath_any", spec_breath_any},
  {"spec_breath_acid", spec_breath_acid},
  {"spec_breath_fire", spec_breath_fire},
  {"spec_breath_frost", spec_breath_frost},
  {"spec_breath_gas", spec_breath_gas},
  {"spec_breath_lightning", spec_breath_lightning},
  {"spec_cast_adept", spec_cast_adept},
  {"spec_cast_cleric", spec_cast_cleric},
  {"spec_cast_judge", spec_cast_judge},
  {"spec_cast_mage", spec_cast_mage},
  {"spec_cast_undead", spec_cast_undead},
  {"spec_executioner", spec_executioner},
  {"spec_fido", spec_fido},
  {"spec_guard", spec_guard},
  {"spec_janitor", spec_janitor},
  {"spec_mayor", spec_mayor},
  {"spec_poison", spec_poison},
  {"spec_thief", spec_thief},
  {"spec_nasty", spec_nasty},
  {"spec_troll_member", spec_troll_member},
  {"spec_ogre_member", spec_ogre_member},
  {"spec_patrolman", spec_patrolman},
  {"spec_dog_pee", spec_dog_pee},
  {"spec_cast_clan_adept", spec_cast_clan_adept},
  {"spec_questmaster", spec_questmaster},
  {NULL, NULL}
};

/*
 * Given a name, return the appropriate spec fun.
 */
SPEC_FUN *
spec_lookup (const char *name)
{
  int i;

  for (i = 0; spec_table[i].name != NULL; i++)
    {
      if (LOWER (name[0]) == LOWER (spec_table[i].name[0])
	  && !str_prefix (name, spec_table[i].name))
	return spec_table[i].function;
    }

  return 0;
}

char *
spec_name (SPEC_FUN * function)
{
  int i;

  for (i = 0; spec_table[i].function != NULL; i++)
    {
      if (function == spec_table[i].function)
	return spec_table[i].name;
    }

  return NULL;
}

bool
spec_troll_member (CHAR_DATA * ch)
{
  CHAR_DATA *vch, *victim = NULL;
  int count = 0;
  char *message;

  if (!IS_AWAKE (ch) || IS_AFFECTED (ch, AFF_CALM) || ch->in_room == NULL
      || IS_AFFECTED (ch, AFF_CHARM) || ch->fighting != NULL)
    return FALSE;

  /* find an ogre to beat up */
  for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
    {
      if (!IS_NPC (vch) || ch == vch)
	continue;

      if (vch->pIndexData->vnum == MOB_VNUM_PATROLMAN)
	return FALSE;

      if (vch->pIndexData->group == GROUP_VNUM_OGRES
	  && ch->level > vch->level - 2 && !is_safe (ch, vch))
	{
	  if (number_range (0, count) == 0)
	    victim = vch;

	  count++;
	}
    }

  if (victim == NULL)
    return FALSE;

  /* say something, then raise hell */
  switch (number_range (0, 6))
    {
    default:
      message = NULL;
      break;
    case 0:
      message = "$n yells '{aI've been looking for you, punk!{x'";
      break;
    case 1:
      message = "With a scream of rage, $n attacks $N.";
      break;
    case 2:
      message =
	"$n says '{aWhat's slimy Ogre trash like you doing around here?{x'";
      break;
    case 3:
      message = "$n cracks his knuckles and says '{SDo ya feel lucky?{x'";
      break;
    case 4:
      message = "$n says '{aThere's no cops to save you this time!{x'";
      break;
    case 5:
      message = "$n says '{aTime to join your brother, spud.{x'";
      break;
    case 6:
      message = "$n says '{aLet's rock.{x'";
      break;
    }

  if (message != NULL)
    act (message, ch, NULL, victim, TO_ALL);
  multi_hit (ch, victim, TYPE_UNDEFINED);
  return TRUE;
}

bool
spec_ogre_member (CHAR_DATA * ch)
{
  CHAR_DATA *vch, *victim = NULL;
  int count = 0;
  char *message;

  if (!IS_AWAKE (ch) || IS_AFFECTED (ch, AFF_CALM) || ch->in_room == NULL
      || IS_AFFECTED (ch, AFF_CHARM) || ch->fighting != NULL)
    return FALSE;

  /* find an troll to beat up */
  for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
    {
      if (!IS_NPC (vch) || ch == vch)
	continue;

      if (vch->pIndexData->vnum == MOB_VNUM_PATROLMAN)
	return FALSE;

      if (vch->pIndexData->group == GROUP_VNUM_TROLLS
	  && ch->level > vch->level - 2 && !is_safe (ch, vch))
	{
	  if (number_range (0, count) == 0)
	    victim = vch;

	  count++;
	}
    }

  if (victim == NULL)
    return FALSE;

  /* say something, then raise hell */
  switch (number_range (0, 6))
    {
    default:
      message = NULL;
      break;
    case 0:
      message = "$n yells '{aI've been looking for you, punk!{x'";
      break;
    case 1:
      message = "With a scream of rage, $n attacks $N.'";
      break;
    case 2:
      message =
	"$n says '{aWhat's Troll filth like you doing around here?{x'";
      break;
    case 3:
      message = "$n cracks his knuckles and says '{SDo ya feel lucky?{x'";
      break;
    case 4:
      message = "$n says '{aThere's no cops to save you this time!{x'";
      break;
    case 5:
      message = "$n says '{aTime to join your brother, spud.{x'";
      break;
    case 6:
      message = "$n says '{aLet's rock.{x'";
      break;
    }

  if (message != NULL)
    act (message, ch, NULL, victim, TO_ALL);
  multi_hit (ch, victim, TYPE_UNDEFINED);
  return TRUE;
}

bool
spec_boaz (CHAR_DATA * ch)
{
  CHAR_DATA *vch, *victim = NULL;
  int count = 0;
  char *message;
  bool found = FALSE;

  if (!IS_AWAKE (ch) || IS_AFFECTED (ch, AFF_CALM) || ch->in_room == NULL
      || IS_AFFECTED (ch, AFF_CHARM) || ch->fighting != NULL)
    return FALSE;

  /* find clayton */
  for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
    {
      if (!IS_NPC (vch))
	found = TRUE;

      if (!IS_NPC (vch) || ch == vch)
	continue;

      if (vch->pIndexData->vnum == MOB_VNUM_CLAYTON)
	{
	  if (number_range (0, count) == 0)
	    victim = vch;

	  count++;
	}
    }

  if (!found)
    return FALSE;

  if (victim == NULL)
    return FALSE;

  switch (number_range (0, 9))
    {
    default:
      message = NULL;
      break;
    case 0:
      message = NULL;
      break;
    case 1:
      message = NULL;
      break;
    case 2:
      message = "blank";
      break;
    case 3:
      message = NULL;
      break;
    case 4:
      message = NULL;
      break;
    case 5:
      message = "blank";
      break;
    case 6:
      message = NULL;
      break;
    case 7:
      message = NULL;
      break;
    case 8:
      message = NULL;
      break;
    case 9:
      message = NULL;
      break;
    }

  if (message == NULL)
    return FALSE;

  /* say something, then raise hell */
  switch (number_range (0, 9))
    {
    default:
      message = NULL;
      break;
    case 0:
      message = "$n yells '{aLeave me alone!{x'";
      break;
    case 1:
      message = "With a scream of rage, $n attacks $N.";
      break;
    case 2:
      message = "$n shouts '{aStop that! Stop that!{x' and attacks.";
      break;
    case 3:
      message = NULL;
      break;
    case 4:
      message = "$n snorts a line of cocaine.";
      break;
    case 5:
      message = "$n yells '{aGet out!{x'";
      break;
    case 6:
      message = "$n shouts '{aLeave mommy alone, you little shit!{x'";
      break;
    case 7:
      message = "$n lights up another cigarette.";
      break;
    case 8:
      message = NULL;
      break;
    case 9:
      message = NULL;
      break;
    }

  if (message != NULL)
    {
      act (message, ch, NULL, victim, TO_ALL);
      switch (number_range (0, 8))
	{
	default:
	  message = NULL;
	  break;
	case 0:
	  message =
	    "$n yanks $N up by the arm and throws him through the door.";
	  break;
	case 1:
	  message = "$n slaps $N across the face.";
	  break;
	case 2:
	  message = NULL;
	  break;
	case 3:
	  message = "$n throws $N onto the couch.";
	  break;
	case 4:
	  message = NULL;
	  break;
	case 5:
	  message = "$n spanks $N.";
	  break;
	case 6:
	  message = "$n sits down and ignores $N.";
	  break;
	case 7:
	  message = NULL;
	  break;
	case 8:
	  message = NULL;
	  break;
	}
      if (message != NULL)
	{
	  act (message, ch, NULL, victim, TO_ALL);
	}
    }
  switch (number_range (0, 6))
    {
    default:
      message = NULL;
      break;
    case 0:
      message = "$N screams at $n.";
      break;
    case 1:
      message = "$N screams in pain.";
      break;
    case 2:
      message = "$N lies down and cries.";
      break;
    case 3:
      message = "$N steals his mommy's cigarettes.";
      break;
    case 4:
      message = "$N screams in agony!";
      break;
    case 5:
      message = "$N starts wailing at the top of his lungs.";
      break;
    case 6:
      message = "$N runs to you to get away from his mommy.";
      break;
    }

  if (message != NULL)
    {
      act (message, ch, NULL, victim, TO_ALL);
    }

  return TRUE;
}




bool
spec_patrolman (CHAR_DATA * ch)
{
  CHAR_DATA *vch, *victim = NULL;
  OBJ_DATA *obj;
  char *message;
  int count = 0;

  if (!IS_AWAKE (ch) || IS_AFFECTED (ch, AFF_CALM) || ch->in_room == NULL
      || IS_AFFECTED (ch, AFF_CHARM) || ch->fighting != NULL)
    return FALSE;

  /* look for a fight in the room */
  for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
    {
      if (vch == ch)
	continue;

      if (vch->fighting != NULL)	/* break it up! */
	{
	  if (number_range (0, count) == 0)
	    victim = (vch->level > vch->fighting->level)
	      ? vch : vch->fighting;
	  count++;
	}
    }

  if (victim == NULL || (IS_NPC (victim) && victim->spec_fun == ch->spec_fun))
    return FALSE;

  if (((obj = get_eq_char (ch, WEAR_NECK_1)) != NULL
       && obj->pIndexData->vnum == OBJ_VNUM_WHISTLE)
      || ((obj = get_eq_char (ch, WEAR_NECK_2)) != NULL
	  && obj->pIndexData->vnum == OBJ_VNUM_WHISTLE))
    {
      act ("You blow down hard on $p.", ch, obj, NULL, TO_CHAR);
      act ("$n blows on $p, ***WHEEEEEEEEEEEET***", ch, obj, NULL, TO_ROOM);

      for (vch = char_list; vch != NULL; vch = vch->next)
	{
	  if (vch->in_room == NULL)
	    continue;

	  if (vch->in_room != ch->in_room
	      && vch->in_room->area == ch->in_room->area)
	    send_to_char ("You hear a shrill whistling sound.\n\r", vch);
	}
    }

  switch (number_range (0, 6))
    {
    default:
      message = NULL;
      break;
    case 0:
      message = "$n yells '{aAll roit! All roit! break it up!{x'";
      break;
    case 1:
      message = "$n says '{aSociety's to blame, but what's a bloke to do?{x'";
      break;
    case 2:
      message = "$n mumbles '{abloody kids will be the death of us all.{x'";
      break;
    case 3:
      message = "$n shouts '{aStop that! Stop that!{T' and attacks.";
      break;
    case 4:
      message = "$n pulls out his billy and goes to work.";
      break;
    case 5:
      message = "$n sighs in resignation and proceeds to break up the fight.";
      break;
    case 6:
      message = "$n says '{aSettle down, you hooligans!{x'";
      break;
    }

  if (message != NULL)
    act (message, ch, NULL, NULL, TO_ALL);

  multi_hit (ch, victim, TYPE_UNDEFINED);

  return TRUE;
}

bool
spec_dog_pee (CHAR_DATA * ch)
{
  CHAR_DATA *victim;
  CHAR_DATA *v_next;

  if (!IS_AWAKE (ch))
    return FALSE;

  for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
      v_next = victim->next_in_room;
      if (victim != ch && can_see (ch, victim) && number_bits (1) == 0
	  && !IS_NPC (victim))
	break;
    }

  if (victim == NULL)
    return FALSE;

  switch (number_bits (3))
    {
    case 0:
      return FALSE;

    case 1:
      return FALSE;

    case 2:
      act ("$n lifts $s hind leg, and pees on $N's feet.", ch, NULL, victim,
	   TO_NOTVICT);
      act ("$n lifts $s hind leg, and pees on your feet.", ch, NULL, victim,
	   TO_VICT);
      return TRUE;
    }

  return FALSE;
}

bool
spec_nasty (CHAR_DATA * ch)
{
  CHAR_DATA *victim, *v_next;
  long gold;

  if (!IS_AWAKE (ch))
    {
      return FALSE;
    }

  if (ch->position != POS_FIGHTING)
    {
      for (victim = ch->in_room->people; victim != NULL; victim = v_next)
	{
	  v_next = victim->next_in_room;
	  if (!IS_NPC (victim)
	      && (victim->level > ch->level)
	      && (victim->level < ch->level + 10))
	    {
	      do_backstab (ch, victim->name);
	      if (ch->position != POS_FIGHTING)
		do_murder (ch, victim->name);
	      /* should steal some coins right away? :) */
	      return TRUE;
	    }
	}
      return FALSE;		/*  No one to attack */
    }

  /* okay, we must be fighting.... steal some coins and flee */
  if ((victim = ch->fighting) == NULL)
    return FALSE;		/* let's be paranoid.... */

  switch (number_bits (2))
    {
    case 0:
      act ("$n rips apart your coin purse, spilling your gold!",
	   ch, NULL, victim, TO_VICT);
      act ("You slash apart $N's coin purse and gather his gold.",
	   ch, NULL, victim, TO_CHAR);
      act ("$N's coin purse is ripped apart!", ch, NULL, victim, TO_NOTVICT);
      gold = victim->gold / 10;	/* steal 10% of his gold */
      victim->gold -= gold;
      ch->gold += gold;
      return TRUE;

    case 1:
      do_flee (ch, "");
      return TRUE;

    default:
      return FALSE;
    }
}

/*
 * Core procedure for dragons.
 */
bool
dragon (CHAR_DATA * ch, char *spell_name)
{
  CHAR_DATA *victim;
  CHAR_DATA *v_next;
  int sn;

  if (ch->position != POS_FIGHTING)
    return FALSE;

  for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
      v_next = victim->next_in_room;
      if (victim->fighting == ch && number_bits (3) == 0)
	break;
    }

  if (victim == NULL)
    return FALSE;

  if (ch->stunned)
    return FALSE;

  if ((sn = skill_lookup (spell_name)) < 0)
    return FALSE;
  (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim, TARGET_CHAR);
  return TRUE;
}



/*
 * Special procedures for mobiles.
 */
bool
spec_breath_any (CHAR_DATA * ch)
{
  if (ch->position != POS_FIGHTING)
    return FALSE;

  switch (number_bits (3))
    {
    case 0:
      return spec_breath_fire (ch);
    case 1:
    case 2:
      return spec_breath_lightning (ch);
    case 3:
      return spec_breath_gas (ch);
    case 4:
      return spec_breath_acid (ch);
    case 5:
    case 6:
    case 7:
      return spec_breath_frost (ch);
    }

  return FALSE;
}



bool
spec_breath_acid (CHAR_DATA * ch)
{
  return dragon (ch, "acid breath");
}



bool
spec_breath_fire (CHAR_DATA * ch)
{
  return dragon (ch, "fire breath");
}



bool
spec_breath_frost (CHAR_DATA * ch)
{
  return dragon (ch, "frost breath");
}



bool
spec_breath_gas (CHAR_DATA * ch)
{
  int sn;

  if (ch->position != POS_FIGHTING)
    return FALSE;

  if (ch->stunned)
    return FALSE;

  if ((sn = skill_lookup ("gas breath")) < 0)
    return FALSE;
  (*skill_table[sn].spell_fun) (sn, ch->level, ch, NULL, TARGET_CHAR);
  return TRUE;
}



bool
spec_breath_lightning (CHAR_DATA * ch)
{
  return dragon (ch, "lightning breath");
}



bool
spec_cast_adept (CHAR_DATA * ch)
{
  CHAR_DATA *victim;
  CHAR_DATA *v_next;

  if (!IS_AWAKE (ch))
    return FALSE;

  for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
      v_next = victim->next_in_room;
      if (victim != ch && can_see (ch, victim) && number_bits (1) == 0
	  && !IS_NPC (victim) && victim->level < 31)
	break;
    }

  if (victim == NULL)
    return FALSE;

  switch (number_bits (4))
    {
    case 0:
      act ("$n utters the word 'abrazak'.", ch, NULL, NULL, TO_ROOM);
      spell_armor (skill_lookup ("armor"), ch->level, ch, victim,
		   TARGET_CHAR);
      return TRUE;

    case 1:
      act ("$n utters the word 'fido'.", ch, NULL, NULL, TO_ROOM);
      spell_bless (skill_lookup ("bless"), ch->level, ch, victim,
		   TARGET_CHAR);
      return TRUE;

    case 2:
      act ("$n utters the words 'judicandus noselacri'.", ch, NULL, NULL,
	   TO_ROOM);
      spell_cure_blindness (skill_lookup ("cure blindness"), ch->level, ch,
			    victim, TARGET_CHAR);
      return TRUE;

    case 3:
      act ("$n utters the words 'judicandus dies'.", ch, NULL, NULL, TO_ROOM);
      spell_cure_light (skill_lookup ("cure light"),
			ch->level, ch, victim, TARGET_CHAR);
      return TRUE;

    case 4:
      act ("$n utters the words 'judicandus sausabru'.", ch, NULL, NULL,
	   TO_ROOM);
      spell_cure_poison (skill_lookup ("cure poison"), ch->level, ch, victim,
			 TARGET_CHAR);
      return TRUE;

    case 5:
      act ("$n utters the word 'candusima'.", ch, NULL, NULL, TO_ROOM);
      spell_refresh (skill_lookup ("refresh"), ch->level, ch, victim,
		     TARGET_CHAR);
      return TRUE;

    case 6:
      act ("$n utters the words 'judicandus eugzagz'.", ch, NULL, NULL,
	   TO_ROOM);
      spell_cure_disease (skill_lookup ("cure disease"), ch->level, ch,
			  victim, TARGET_CHAR);
      return TRUE;

    case 7:
      act ("$n utters the words 'judicandus eqtuyp'.", ch, NULL, NULL,
	   TO_ROOM);
      spell_sanctuary (skill_lookup ("sanctuary"), ch->level, ch, victim,
		       TARGET_CHAR);
      return TRUE;

    case 8:
      act ("$n utters the words 'qwerty'.", ch, NULL, NULL, TO_ROOM);
      spell_shield (skill_lookup ("shield"),
		    ch->level, ch, victim, TARGET_CHAR);
      return TRUE;

    case 9:
      act ("$n utters the words 'saspell'.", ch, NULL, NULL, TO_ROOM);
      spell_heal (skill_lookup ("heal"), ch->level, ch, victim, TARGET_CHAR);
    }

  return FALSE;
}

bool
spec_cast_clan_adept (CHAR_DATA * ch)
{
  CHAR_DATA *victim;
  CHAR_DATA *v_next;

  if (!IS_AWAKE (ch))
    return FALSE;

  for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
      v_next = victim->next_in_room;
      if (victim != ch && can_see (ch, victim) && number_bits (1) == 0
	  && !IS_NPC (victim) && (victim->level < 51)
	  && (victim->clan == ch->in_room->clan))
	break;
    }

  if (victim == NULL)
    return FALSE;

  switch (number_bits (4))
    {
    case 0:
      act ("$n utters the word 'abrazak'.", ch, NULL, NULL, TO_ROOM);
      spell_armor (skill_lookup ("armor"), ch->level / 2, ch, victim,
		   TARGET_CHAR);
      return TRUE;

    case 1:
      act ("$n utters the word 'fido'.", ch, NULL, NULL, TO_ROOM);
      spell_bless (skill_lookup ("bless"), ch->level / 2, ch, victim,
		   TARGET_CHAR);
      return TRUE;

    case 2:
      act ("$n utters the words 'judicandus noselacri'.", ch, NULL, NULL,
	   TO_ROOM);
      spell_cure_blindness (skill_lookup ("cure blindness"), ch->level / 2,
			    ch, victim, TARGET_CHAR);
      return TRUE;

    case 3:
      act ("$n utters the words 'judicandus dies'.", ch, NULL, NULL, TO_ROOM);
      spell_cure_light (skill_lookup ("cure light"),
			ch->level / 2, ch, victim, TARGET_CHAR);
      return TRUE;

    case 4:
      act ("$n utters the words 'judicandus sausabru'.", ch, NULL, NULL,
	   TO_ROOM);
      spell_cure_poison (skill_lookup ("cure poison"), ch->level / 2, ch,
			 victim, TARGET_CHAR);
      return TRUE;

    case 5:
      act ("$n utters the word 'candusima'.", ch, NULL, NULL, TO_ROOM);
      spell_refresh (skill_lookup ("refresh"), ch->level / 2, ch, victim,
		     TARGET_CHAR);
      return TRUE;

    case 6:
      act ("$n utters the words 'judicandus eugzagz'.", ch, NULL, NULL,
	   TO_ROOM);
      spell_cure_disease (skill_lookup ("cure disease"), ch->level / 2, ch,
			  victim, TARGET_CHAR);
      return TRUE;

    case 7:
      act ("$n utters the words 'judicandus eqtuyp'.", ch, NULL, NULL,
	   TO_ROOM);
      spell_sanctuary (skill_lookup ("sanctuary"), ch->level / 2, ch, victim,
		       TARGET_CHAR);
      return TRUE;

    case 8:
      act ("$n utters the words 'qwerty'.", ch, NULL, NULL, TO_ROOM);
      spell_shield (skill_lookup ("shield"),
		    ch->level / 2, ch, victim, TARGET_CHAR);
      return TRUE;

    case 9:
      act ("$n utters the words 'saspell'.", ch, NULL, NULL, TO_ROOM);
      spell_heal (skill_lookup ("heal"),
		  ch->level / 2, ch, victim, TARGET_CHAR);
    }

  return FALSE;
}



bool
spec_cast_cleric (CHAR_DATA * ch)
{
  CHAR_DATA *victim;
  CHAR_DATA *v_next;
  char *spell;
  int sn;

  if (ch->position != POS_FIGHTING)
    return FALSE;

  for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
      v_next = victim->next_in_room;
      if (victim->fighting == ch && number_bits (2) == 0)
	break;
    }

  if (victim == NULL)
    return FALSE;

  for (;;)
    {
      int min_level;

      switch (number_bits (4))
	{
	case 0:
	  min_level = 0;
	  spell = "blindness";
	  break;
	case 1:
	  min_level = 3;
	  spell = "cause serious";
	  break;
	case 2:
	  min_level = 7;
	  spell = "earthquake";
	  break;
	case 3:
	  min_level = 9;
	  spell = "cause critical";
	  break;
	case 4:
	  min_level = 10;
	  spell = "dispel evil";
	  break;
	case 5:
	  min_level = 12;
	  spell = "curse";
	  break;
	case 6:
	  min_level = 12;
	  spell = "change sex";
	  break;
	case 7:
	  min_level = 13;
	  spell = "flamestrike";
	  break;
	case 8:
	case 9:
	case 10:
	  min_level = 15;
	  spell = "harm";
	  break;
	case 11:
	  min_level = 15;
	  spell = "plague";
	  break;
	default:
	  min_level = 16;
	  spell = "dispel magic";
	  break;
	}

      if (ch->level >= min_level)
	break;
    }

  if (ch->stunned)
    return FALSE;

  if ((sn = skill_lookup (spell)) < 0)
    return FALSE;
  (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim, TARGET_CHAR);
  return TRUE;
}

bool
spec_cast_judge (CHAR_DATA * ch)
{
  CHAR_DATA *victim;
  CHAR_DATA *v_next;
  char *spell;
  int sn;

  if (ch->position != POS_FIGHTING)
    return FALSE;

  for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
      v_next = victim->next_in_room;
      if (victim->fighting == ch && number_bits (2) == 0)
	break;
    }

  if (victim == NULL)
    return FALSE;

  if (ch->stunned)
    return FALSE;

  spell = "high explosive";
  if ((sn = skill_lookup (spell)) < 0)
    return FALSE;
  (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim, TARGET_CHAR);
  return TRUE;
}



bool
spec_cast_mage (CHAR_DATA * ch)
{
  CHAR_DATA *victim;
  CHAR_DATA *v_next;
  char *spell;
  int sn;

  if (ch->position != POS_FIGHTING)
    return FALSE;

  for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
      v_next = victim->next_in_room;
      if (victim->fighting == ch && number_bits (2) == 0)
	break;
    }

  if (victim == NULL)
    return FALSE;

  for (;;)
    {
      int min_level;

      switch (number_bits (4))
	{
	case 0:
	  min_level = 0;
	  spell = "blindness";
	  break;
	case 1:
	  min_level = 3;
	  spell = "chill touch";
	  break;
	case 2:
	  min_level = 7;
	  spell = "weaken";
	  break;
	case 3:
	  min_level = 8;
	  spell = "teleport";
	  break;
	case 4:
	  min_level = 11;
	  spell = "colour spray";
	  break;
	case 5:
	  min_level = 12;
	  spell = "change sex";
	  break;
	case 6:
	  min_level = 13;
	  spell = "energy drain";
	  break;
	case 7:
	case 8:
	case 9:
	  min_level = 15;
	  spell = "fireball";
	  break;
	case 10:
	  min_level = 20;
	  spell = "plague";
	  break;
	default:
	  min_level = 20;
	  spell = "acid blast";
	  break;
	}

      if (ch->level >= min_level)
	break;
    }

  if (ch->stunned)
    return FALSE;

  if ((sn = skill_lookup (spell)) < 0)
    return FALSE;
  (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim, TARGET_CHAR);
  return TRUE;
}



bool
spec_cast_undead (CHAR_DATA * ch)
{
  CHAR_DATA *victim;
  CHAR_DATA *v_next;
  char *spell;
  int sn;

  if (ch->position != POS_FIGHTING)
    return FALSE;

  for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
      v_next = victim->next_in_room;
      if (victim->fighting == ch && number_bits (2) == 0)
	break;
    }

  if (victim == NULL)
    return FALSE;

  for (;;)
    {
      int min_level;

      switch (number_bits (4))
	{
	case 0:
	  min_level = 0;
	  spell = "curse";
	  break;
	case 1:
	  min_level = 3;
	  spell = "weaken";
	  break;
	case 2:
	  min_level = 6;
	  spell = "chill touch";
	  break;
	case 3:
	  min_level = 9;
	  spell = "blindness";
	  break;
	case 4:
	  min_level = 12;
	  spell = "poison";
	  break;
	case 5:
	  min_level = 15;
	  spell = "energy drain";
	  break;
	case 6:
	  min_level = 18;
	  spell = "harm";
	  break;
	case 7:
	  min_level = 21;
	  spell = "teleport";
	  break;
	case 8:
	  min_level = 20;
	  spell = "plague";
	  break;
	default:
	  min_level = 18;
	  spell = "harm";
	  break;
	}

      if (ch->level >= min_level)
	break;
    }

  if (ch->stunned)
    return FALSE;

  if ((sn = skill_lookup (spell)) < 0)
    return FALSE;
  (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim, TARGET_CHAR);
  return TRUE;
}

bool
spec_questmaster (CHAR_DATA * ch)
{
  if (!IS_AWAKE (ch))
    return FALSE;
  if (number_range (0, 100) == 0)
    {
      do_say (ch, "Don't you want a quest???.");
      return TRUE;
    }
  return FALSE;
}



bool
spec_executioner (CHAR_DATA * ch)
{
  char buf[MAX_STRING_LENGTH];
  CHAR_DATA *victim;
  CHAR_DATA *v_next;
  char *crime;

  if (!IS_AWAKE (ch) || ch->fighting != NULL)
    return FALSE;

  crime = "";
  for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
      v_next = victim->next_in_room;

      if (!IS_NPC (victim) && IS_SET (victim->act, PLR_TWIT)
	  && can_see (ch, victim))
	{
	  crime = "TWIT";
	  break;
	}
    }

  if (victim == NULL)
    return FALSE;

  sprintf (buf, "{a%s is a %s!  PROTECT THE INNOCENT!  MORE BLOOOOD!!!{x",
	   victim->name, crime);
  REMOVE_BIT (ch->comm, COMM_NOSHOUT);
  do_yell (ch, buf);
  multi_hit (ch, victim, TYPE_UNDEFINED);
  return TRUE;
}



bool
spec_fido (CHAR_DATA * ch)
{
  OBJ_DATA *corpse;
  OBJ_DATA *c_next;
  OBJ_DATA *obj;
  OBJ_DATA *obj_next;

  if (!IS_AWAKE (ch))
    return FALSE;

  for (corpse = ch->in_room->contents; corpse != NULL; corpse = c_next)
    {
      c_next = corpse->next_content;
      if (corpse->item_type != ITEM_CORPSE_NPC)
	continue;

      act ("$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM);
      for (obj = corpse->contains; obj; obj = obj_next)
	{
	  obj_next = obj->next_content;
	  obj_from_obj (obj);
	  obj_to_room (obj, ch->in_room);
	}
      extract_obj (corpse);
      return TRUE;
    }

  return FALSE;
}



bool
spec_guard (CHAR_DATA * ch)
{
  char buf[MAX_STRING_LENGTH];
  CHAR_DATA *victim;
  CHAR_DATA *v_next;
  CHAR_DATA *ech;
  char *crime;
  int max_evil;

  if (!IS_AWAKE (ch) || ch->fighting != NULL)
    return FALSE;

  max_evil = 300;
  ech = NULL;
  crime = "";

  for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
      v_next = victim->next_in_room;

      if (!IS_NPC (victim) && IS_SET (victim->act, PLR_TWIT)
	  && can_see (ch, victim))
	{
	  crime = "TWIT";
	  break;
	}

      if (victim->fighting != NULL
	  && victim->fighting != ch && victim->alignment < max_evil)
	{
	  max_evil = victim->alignment;
	  ech = victim;
	}
    }

  if (victim != NULL)
    {
      sprintf (buf, "{a%s is a %s!  PROTECT THE INNOCENT!!  BANZAI!!{x",
	       victim->name, crime);
      REMOVE_BIT (ch->comm, COMM_NOSHOUT);
      do_yell (ch, buf);
      multi_hit (ch, victim, TYPE_UNDEFINED);
      return TRUE;
    }

  if (ech != NULL)
    {
      act ("$n screams '{aPROTECT THE INNOCENT!!  BANZAI!!{x",
	   ch, NULL, NULL, TO_ROOM);
      multi_hit (ch, ech, TYPE_UNDEFINED);
      return TRUE;
    }

  return FALSE;
}



bool
spec_janitor (CHAR_DATA * ch)
{
  OBJ_DATA *trash;
  OBJ_DATA *trash_next;

  if (!IS_AWAKE (ch))
    return FALSE;

  for (trash = ch->in_room->contents; trash != NULL; trash = trash_next)
    {
      trash_next = trash->next_content;
      if (!IS_SET (trash->wear_flags, ITEM_TAKE) || !can_loot (ch, trash))
	continue;
      if (trash->item_type == ITEM_DRINK_CON
	  || trash->item_type == ITEM_TRASH || trash->cost < 10)
	{
	  act ("$n picks up some trash.", ch, NULL, NULL, TO_ROOM);
	  obj_from_room (trash);
	  obj_to_char (trash, ch);
	  return TRUE;
	}
    }

  return FALSE;
}



bool
spec_mayor (CHAR_DATA * ch)
{
  static const char open_path[] =
    "W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S.";

  static const char close_path[] =
    "W3a3003b33000c111d0d111CE333333CE22c222112212111a1S.";

  static const char *path;
  static int pos;
  static bool move;

  if (!move)
    {
      if (time_info.hour == 6)
	{
	  path = open_path;
	  move = TRUE;
	  pos = 0;
	}

      if (time_info.hour == 20)
	{
	  path = close_path;
	  move = TRUE;
	  pos = 0;
	}
    }

  if (ch->fighting != NULL)
    return spec_cast_mage (ch);
  if (!move || ch->position < POS_SLEEPING)
    return FALSE;

  switch (path[pos])
    {
    case '0':
    case '1':
    case '2':
    case '3':
      move_char (ch, path[pos] - '0', FALSE, FALSE);
      break;

    case 'W':
      ch->position = POS_STANDING;
      act ("$n awakens and groans loudly.", ch, NULL, NULL, TO_ROOM);
      break;

    case 'S':
      ch->position = POS_SLEEPING;
      act ("$n lies down and falls asleep.", ch, NULL, NULL, TO_ROOM);
      break;

    case 'a':
      act ("{x$n says '{aHello Honey!{x'", ch, NULL, NULL, TO_ROOM);
      break;

    case 'b':
      act
	("{x$n says '{aWhat a view!  I must do something about that dump!{x'",
	 ch, NULL, NULL, TO_ROOM);
      break;

    case 'c':
      act
	("{x$n says '{aVandals!  Youngsters have no respect for anything!{x'",
	 ch, NULL, NULL, TO_ROOM);
      break;

    case 'd':
      act ("{x$n says '{aGood day, citizens!{x'", ch, NULL, NULL, TO_ROOM);
      break;

    case 'e':
      act ("{x$n says '{aI hereby declare the city of Midgaard open!{x'",
	   ch, NULL, NULL, TO_ROOM);
      break;

    case 'E':
      act ("{x$n says '{aI hereby declare the city of Midgaard closed!{x'",
	   ch, NULL, NULL, TO_ROOM);
      break;

    case 'O':
/*	do_unlock( ch, "gate" ); */
      do_open (ch, "gate");
      break;

    case 'C':
      do_close (ch, "gate");
/*	do_lock( ch, "gate" ); */
      break;

    case '.':
      move = FALSE;
      break;
    }

  pos++;
  return FALSE;
}



bool
spec_poison (CHAR_DATA * ch)
{
  CHAR_DATA *victim;

  if (ch->position != POS_FIGHTING
      || (victim = ch->fighting) == NULL || number_percent () > 2 * ch->level)
    return FALSE;

  if (ch->stunned)
    return FALSE;

  act ("You bite $N!", ch, NULL, victim, TO_CHAR);
  act ("$n bites $N!", ch, NULL, victim, TO_NOTVICT);
  act ("$n bites you!", ch, NULL, victim, TO_VICT);
  spell_poison (gsn_poison, ch->level, ch, victim, TARGET_CHAR);
  return TRUE;
}



bool
spec_thief (CHAR_DATA * ch)
{
  CHAR_DATA *victim;
  CHAR_DATA *v_next;
  long gold, silver;

  if (ch->position != POS_STANDING)
    return FALSE;

  for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
      v_next = victim->next_in_room;

      if (IS_NPC (victim)
	  || victim->level >= LEVEL_IMMORTAL
	  || number_bits (5) != 0 || !can_see (ch, victim))
	continue;

      if (IS_AWAKE (victim) && number_range (0, ch->level) == 0)
	{
	  act ("You discover $n's hands in your {zwallet!{x",
	       ch, NULL, victim, TO_VICT);
	  act ("$N discovers $n's hands in $S {zwallet!{x",
	       ch, NULL, victim, TO_NOTVICT);
	  return TRUE;
	}
      else
	{
	  gold =
	    victim->gold * UMIN (number_range (1, 20), ch->level / 2) / 100;
	  gold = UMIN (gold, ch->level * ch->level * 10);
	  ch->gold += gold;
	  victim->gold -= gold;
	  silver =
	    victim->silver * UMIN (number_range (1, 20), ch->level / 2) / 100;
	  silver = UMIN (silver, ch->level * ch->level * 25);
	  ch->silver += silver;
	  victim->silver -= silver;
	  return TRUE;
	}
    }

  return FALSE;
}
